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So a friend of mine has decided that they want to run a campaign where you start with 2 classes and each level you get a level in each class. I'm thinking about going Swashbuckler/Slayer and I wanted the thoughts of others.
I'm also open to Races though i'm not 100% what races will be allowed or not.
Right now i'm wanting to get a good combo of classes, i like dex based classes over strength and I also like being a scout and face.
Thanks for your help in advance

avr |

I think that's the variant known as gestalt. Some guidelines for gestalt; try to get good fort and will saves at least, preferably all three. Don't settle for less than a d8 HD overall, or for less than 4 base skill points per level. Try to pick classes which don't conflict in actions used. Try to get classes which focus on the same ability score. And getting no spellcasting at all is probably a waste.
Swashbuckler // Slayer falls down on the lack of a good will save or anything resembling spellcasting. For a decent face & scout you might look at swashbuckler // archaeologist bard perhaps, or unchained rogue // urban bloodrager, or slayer // occultist (using the traits which make face skills int-based). Kineticist // avenger vigilante might be interesting.

VoodistMonk |

An Inquisitor/Slayer, or a Swashbuckler/Bard may be more helpful to the party and still be able to do whatever you are trying to be.
For races I like the Human alternate racial features History of Terrors and Military Tradition, or the good old Half Orc with Shaman's Apprentice and Sacred Tattoo if I need dark vision and scent.

Heather 540 |

Nice stats. Pretty much any class will go well with those. Unchained Monk/Sorcerer might do well. You could go with the Scaled Fist archetype to switch the Monk features from Wis to Cha. Or there's a Sorcerer archetype that switches their features from Cha to Wis. Obviously, don't use both archetypes at once.

Ryze Kuja |

Typically, in Gestalt games, mixing a Tier 1,2, or 3 class with a Tier 4, 5, or 6 class generates some of the most interesting/fun characters without overwhelming you as a Player trying to keep track of everything that a Tier 1/2/3 class can do. I like Power's Tier List in terms of accuracy.
http://minmaxforum.com/index.php?PHPSESSID=12p6rm0f4e6egaq5cqc592q6p0&t opic=11990.0
You know, I figured, what the heck. I have my own perspective on the Tiers, so I may as well share it.
ACG = Advanced Class Guide Playtest
Anything in red is weak for its tier. Anything in blue is strong for its tier. Not sure if there's a point to color-coding Tier 1s or Tier 6s, but I marked the vow of poverty monk in red for Tier 6 since it's so stupid it's usually in a league of its own.
[/b]Tier 1: Capable of doing absolutely everything, often better than classes that specialize in that thing. Often capable of solving encounters with a single mechanical ability and little thought from the player. Has world changing powers at high levels. These guys, if played with skill, can easily break a campaign and can be very hard to challenge without extreme DM fiat or plenty of house rules, especially if Tier 3s and below are in the party.
Wizard, Druid, Cleric, Witch, Sorcerer (Razmiran Priest archetype, Paragon Surge spell, Mongrel Mage archetype, Mnemonic Vestment robe), Oracle (Paragon Surge spell, Mnemonic Vestment robe, Dreamed Secrets feat), Psychic (Mnemonic Esoterica discipline power, Mnemonic Vestment robe) Shaman, Arcanist
Tier 2: Has as much raw power as the Tier 1 classes, but can't pull off nearly as many tricks, and while the class itself is capable of anything, no one build can actually do nearly as much as the Tier 1 classes. Still potentially campaign smashers by using the right abilities, but at the same time are more predictable and can't always have the right tool for the job. If the Tier 1 classes are countries with 10,000 nuclear weapons in their arsenal, these guys are countries with 10 nukes. Still dangerous and easily world shattering, but not in quite so many ways. Note that the Tier 2 classes are often less flexible than Tier 3 classes... it's just that their incredible potential power overwhelms their lack in flexibility.
Oracle, Psychic, Sorcerer, Summoner, Unchained Summoner
Tier 3: Capable of doing one thing quite well, while still being useful when that one thing is inappropriate, or capable of doing all things, but not as well as classes that specialize in that area. Occasionally has a mechanical ability that can solve an encounter, but this is relatively rare and easy to deal with. Can be game breaking only with specific intent to do so. Challenging such a character takes some thought from the DM, but isn't too difficult. Will outshine any Tier 5s in the party much of the time.
Alchemist, Bard, Skald, Inquisitor, Magus, Investigator, Warpriest, Hunter, Eldritch Scoundrel Rogue, Vigilante w/ spellcasting archetype, Occultist, Mesmerist, Medium, Spiritualist
Tier 4: Capable of doing one thing quite well, but often useless when encounters require other areas of expertise, or capable of doing many things to a reasonable degree of competence without truly shining. Rarely has any abilities that can outright handle an encounter unless that encounter plays directly to the class's main strength. DMs may sometimes need to work to make sure Tier 4s can contribute to an encounter, as their abilities may sometimes leave them useless. Won't outshine anyone except Tier 6s except in specific circumstances that play to their strengths. Cannot compete effectively with Tier 1s that are played well.
Barbarian, Unchained Barbarian, Paladin, Ranger, Adept, Bloodrager, Slayer, Martial Master and/or Mutation Warrior Fighter, Archetyped Brawlers, Kineticist, Shifter
Tier 5: Capable of doing only one thing, and not necessarily all that well, or so unfocused that they have trouble mastering anything, and in many types of encounters the character cannot contribute. In some cases, can do one thing very well, but that one thing is very often not needed. Has trouble shining in any encounter unless the encounter matches their strengths. DMs may have to work to avoid the player feeling that their character is worthless unless the entire party is Tier 4 and below. Characters in this tier will often feel like one trick ponies if they do well, or just feel like they have no tricks at all if they build the class poorly.
Fighter, Vanilla Brawler, Vigilante, Ninja, Rogue, Unchained Rogue, Cavalier, Samurai, Gunslinger, Swashbuckler (ACG), Archetyped Monks, Unchained Monk
Tier 6: Not even capable of shining in their own area of expertise. DMs will need to work hard to make encounters that this sort of character can contribute in with their mechanical abilities. Will often feel worthless unless the character is seriously powergamed beyond belief, and even then won't be terribly impressive. Needs to fight enemies of lower than normal CR. Class is often completely unsynergized or with almost no abilities of merit. Avoid allowing PCs to play these characters.[b]
Vanilla Monk, Aristocrat, Expert, Warrior, Commoner, Vow of Poverty Monk
So mix a Tier1/2/3 class with a Tier4/5/6 class; something like Rogue/Wizard, Paladin/Sorcerer, Swashbuckler/Oracle, Barbarian/Witch, Gunslinger/Bard, Ranger/Cleric, etc. would be good choices.
Pairing two Tier 1/2/3 classes might give you far too much to keep track of, in my opinion. You'd be playing Mathfinder instead of Pathfinder.
Hope this helps.

Ryze Kuja |

So a friend of mine has decided that they want to run a campaign where you start with 2 classes and each level you get a level in each class. I'm thinking about going Swashbuckler/Slayer and I wanted the thoughts of others.
I'm also open to Races though i'm not 100% what races will be allowed or not.
Right now i'm wanting to get a good combo of classes, i like dex based classes over strength and I also like being a scout and face.
Thanks for your help in advance
Dex-based Scout and Face sounds a lot like a Swashbuckler or a Rogue. Both of these classes are in the T4/5/6 area, so pick something in the T1/2/3 that would go well with Charisma, like Sorc, Oracle, Bard, etc. Rogue/Wizard pairs really well because of skills. Pump Intelligence for the Wizard, and the Rogue's 8+Int skills gets absolutely nuts. You can be a face of a group with zero Cha as a Rogue with that many skills.
And Rogue Wizard would make an amazing scout. Stealth, Trapspotting, Disable Device, and lots of utility spells to help you do it, like invisibility, ghost sound, major image, summon monster.

avr |

Swashbuckler // archaeologist bard, or slayer // inquisitor should work pretty well IMO. A musetouched aasimar might start with stats of Str 16, Dex 18, Con 16, Int 13, Wis 15, Cha 19, which is just ridiculously good. No need to worry about getting dex to damage, you can just spend feats wherever you like; lingering performance can be useful to archaeologists. Similarly with the kasatha except you'll obviously be going for two-weapon fighting.

yukongil |

first off, welcome to Gestalt, have fun! Second, inform you GM that he should probably let everyone (save Monks) pick two good saves and one poor and have them progress as normal independent of class (you can absolutely wreck the saving throw system if you don't, I've seen characters with saves in the mid to high teens by 5th or so)
If you want to play Swashbuckler, I say Gestalt with Magus, depending on how much of a stickler your GM is for some of the rulings that show up here. I don't jive with Spell Combat counting as your other hand use for using Precise Strike, Slashing Grace, etc. but your mileage may vary. But even if they do, there are ways around that.

VoodistMonk |

first off, welcome to Gestalt, have fun! Second, inform you GM that he should probably let everyone (save Monks) pick two good saves and one poor and have them progress as normal independent of class (you can absolutely wreck the saving throw system if you don't, I've seen characters with saves in the mid to high teens by 5th or so)
If you want to play Swashbuckler, I say Gestalt with Magus, depending on how much of a stickler your GM is for some of the rulings that show up here. I don't jive with Spell Combat counting as your other hand use for using Precise Strike, Slashing Grace, etc. but your mileage may vary. But even if they do, there are ways around that.
Why Swashbuckler (Charisma based) and Magus (Intelligence based)? Stick a Swashy with an Arcane Duelist Bard and be done with it. The Magus on a Fighter or UC Rogue. Pick things that compliment one another, not compete for stats.
And you usually just use the highest saves of each class at their normal progression. Highest armor and weapon proficiency from each class. All skills from both classes.
Gestalt makes for some fantastic characters if you pick classes that strengthen each other's weaknesses.

Dilvias |

With those stats and Gestalt, you can pretty much do anything. So, what is it you want to do? What is your story? When you imagine your character, what do you see? Why have you taken up the mantle of an adventurer? Are you out for revenge? Do you follow a cause or faith? Do you want to do it for the excitement? Are you in it for the money?
It seems like you want a high dexterity rapier wielder, focusing on melee. Is that correct? do you want to also have magical or supernatural powers? If so, what type? Arcane, Divine or some other source (alchemical or psychic)?
Once you answer these questions, you can decide what you want to build.

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So I had an idea and that was swashbuckler Saladin. I'm honestly not much of a spell caster player so a pure spell casting class kind of turns me off (sorry no offense ment just not my cup of tea) so I was thinking more of a class that would help support me and my party while also going along with the whole main stat thing. I settled on Paladin. At level 2 I can add +5 to all my saves and another +5 3 times a day. Also found out that you can use any spiked shield (other than tower) as a 1 handed melee piercing weapon which helps out swashbuckler. Thoughts?

Errant Inlad |

To clarify the +5 I chose to go with Aaesimar and rolled on the 100 alternate traits table and got an additional +2 to charisma (which fking blew my mind!)
There's a Paladin Archetype which gains most of the class features of the swashbuckler. I think it's the Virtuous Bravo. Why not try taking that archetype, then combining that with sorcerer or oracle?
*EDIT: Sorry, I glazed over your comment about full casters.